Follow the same procedure for Skyrim SE even though there are no papyrus scripts.

What’s New?

Starting with DynDOLOD 2.70 the Skyrim TVDT Occlusion data of cell records can be update/generated. The data is used to disable distant occluded object and terrain LOD meshes behind other terrain LOD meshes for better performance. See included Docs\DynDOLOD_Manual.html "TVDT - Occlusion Data" section. Check the dedicated Skyrim TVDT - Occlusion Data thread for more information, questions and feedback.

Starting with DynDOLOD 2.55 the Steam version of Enderal is supported. Use -enderal command line argument. See included Docs\DynDOLOD_Manual.html "Enderal" section in "Custom Settings for Specific Mods"

Starting with DynDOLOD 2.45 there is an alternative DynDOLOD DLL that can be used instead of PapyrusUtil for the optional dynamic LOD.

Starting with DynDOLOD Resources 2.44 for Skyrim the Whiterun Exterior, Solitude Exterior and the Desync Bird of Prey plugins have been replaced with *.patch files. The data that used to be in the plugins is now added to DynDOLOD.esp when LOD is is generated in case the *.patch files have been installed.

Fixed bug with generating object LOD for Bruma
Always output data files as UTF8 without BOM
Better performing papyrus scripts thanks to pointers from Borgut1337.
Better support for reading any text/ini file from BSA.
Fixed a bug with supporting mods that add new cells beyond borders, reported by Kelmych.
Hopefully fixed all of the out of memory errors when creating texture atlas (mainly happened for SSE).

DynDOLOD.exe now tries to ignore and report wild edits that add floating objects above Bleakwind Basin at cell 0, 0 of Tamriel. I would be interested in feedback, especially when it got it right with the mods name, so i can verify the parameters of the wild edits to refine the detection.

DynDOLOD.exe will now warn if it encounters deleted references. It helps me to remember to clean mods.

Lots of code maintenance in xEdit carried over, thanks to Zilav being productive and lots of updates in LODGen as well for stuff happening in the background. See changelog below.

There is no need to update LOD generated by earlier versions just because the tools have been updated. Consider updating or generating LOD from scratch in case you notice missing LOD for the mods listed below or if a problem that was affecting you was fixed.

Skyrim SE users might enjoy this video by WazaLang - even if you know how to generate 3D LODs already, just for views or the mixing of different tree mods for great results. The instructions work all the same with DynDOLOD standalone 2.30 or higher and DynDOLOD Resource SE 2.30 or higher.

If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.

DynDOLOD Patches 2.45 for Skyrim and Enderal - papyrus script patches only need to be updated if DynDOLOD DLL is used. The 2.45 papyrus script patches work with either DynDOLOD DLL or PapyrusUtil automatically.

DynDOLOD.exe - fixed sometimes not creating a dedicated dynamic LOD base record with correct overwritesDynDOLOD.exe - do not add Quest with SKSE/PapyrusUtil checks to plugin in case dynamic LOD is not generated

DynDOLOD.exe - Fixed trying to add game.exe as master
TexGen.exe - Added some checks/messages for external BC7 execution in case of problems for better troubleshooting
TexGen.exe - Save full resolution texture to final folder and convert to BC7 in place instead of temp folder

Changelog DynDOLOD 2.50

DynDOLOD.exe - fixed a case of TexConv sometimes not being able to convert textures to BC7DynDOLOD.exe - do not convert textures < 4 in width/heightDynDOLOD.exe - carried forward latest updates from xEdit

DynDOLOD.exe - fixed an issue with resolving modname;formid to current load orderDynDOLOD.exe - more streamlining of some threaded codeDynDOLOD.exe - some library udpates and other optimizationsDynDOLOD.exe - added some more error messages around executing of command line toolsDynDOLOD.exe - prevent accidentally interrupting execution of command line toolsDynDOLOD.exe - silently try to restart command line tools in case of errorDynDOLOD.exe - carried forward latest updates from xEdit
Texconv.exe - updated to latest versionDynDOLOD Resources - do not use OnInit/States for Firstborns/MinionsDynDOLOD Resources - updated/added meshes and textures for better compatibility with modsDynDOLOD Resources SE - do not use OnInit/States for Firstborns/MinionsDynDOLOD Resources SE - updated/added meshes and textures for better compatibility with mods

DynDOLOD.exe - optimized object LOD atlas generation to use a bit less memoryDynDOLOD.exe - fixed sometimes not being able to generate atlas with large tile sizeDynDOLOD Resources - updated/added meshes and textures for better compatibility with mods
DynDOLOD_Manual.html - added and updated compatibility information for several mods
LODGen.exe - make sure borders between cells match when using protect cell borders

DynDOLOD.exe - use a different library to run external commands
TexGen.exe - fixed filename of impfloormuddy01lod.ddsDynDOLOD Resources - added a meshes for better compatibility with a modDynDOLOD Resources - fixed an issue with worldmap in interiorsDynDOLOD Resources SE - added a meshes for better compatibility with a modDynDOLOD Resources SE - fixed an issue with worldmap in interiors

Installed 2.30 from the archive above today (Oldrim version)- deleted all previous versions from MO, started new game - and got "DynDOLOD can not find master data in none.json" and "requires data in esp 2.00"

- now it seems that *.json error usually means missing the output data in the game directory/MO - but I looked through both the 2.30 output folders generated outside MO, and even my previous 2.26 output file backup - neither has a "none.json" in it. And I am definitely using the matching Resources and Standalone. (Everything else to mismatch is gone.)

I then deleted all of it, and reinstalled everything from the 2.30 archive posted at the Nexus & ran Dyndolod after RTFM again - same result. (Also, the download included a "Dyndolod.227" folder with what looks like a complete 2.27 in it).

Installed 2.30 from the archive above today (Oldrim version)- deleted all previous versions from MO, started new game - and got "DynDOLOD can not find master data in none.json" and "requires data in esp 2.00"

- now it seems that *.json error usually means missing the output data in the game directory/MO - but I looked through both the 2.30 output folders generated outside MO, and even my previous 2.26 output file backup - neither has a "none.json" in it. And I am definitely using the matching Resources and Standalone. (Everything else to mismatch is gone.)

I then deleted all of it, and reinstalled everything from the 2.30 archive posted at the Nexus & ran Dyndolod after RTFM again - same result. (Also, the download included a "Dyndolod.227" folder with what looks like a complete 2.27 in it).

Is there something I am missing - ?

This sounds an awful lot like an older DynDOLOD Resources is still installed. Make sure to install DynDOLOD Resource 2.30 and none of the scripts are overwritten by older versions. Then test again with a new game.

If that is not it, "none.json" could also mean that the esp has data for the current worldspace, but the accompanying data for this worldspace is missing from the jsons. Let me know which worldspace this happens in.

Bummer on the older version still in the archive, will have to fix that.

Congratulations on the new release. I cant find any problems so far with 2.30 and the associated SSE Resources.

It seems to output quite a few more files than the 2.26 version was doing (I completely missed 2.27).

Thanks, the 2.27 is just the "test version". I only linked it in help posts. It just never made it to Nexus.

None of the worlds appear again, including the final stage where where trees are generated and the big DYNDOLOD sign precedes actually building the records for each world ( "Building a list of LOD objects" ).

None of the worlds appear again, including the final stage where where trees are generated and the big DYNDOLOD sign precedes actually building the records for each world ( "Building a list of LOD objects" ).

I have no logs for any of these worlds either.

The childworlds of Tamriel do not have json files, their data is part of the DynDOLOD_Tamriel.json and the DynDOLOD_Tamriel_Object.json. If you look inside of DynDOLOD_Worlds.json you should find lines like "solitudeworld":"tamriel", which make that "connection"

Check the installed papyrus scripts are from DynDOLOD Resources 2.30 and the LOD is generated by DynDOLOD standalone 2.30 or higher. Check the generated DynDOLOD.esp contains "Version 2.30" in its description.

If you checked all that, start a new game and take note of the exact(!) error message(s) on screen when you go to the Tamriel worldspace and post them here. If possible also make a screenshot of the MCM page DynDOLOD - Information.

Started game, using LAL Winking Skeever start, out door to Solitude gave same msg: "DynDOLOD can not find master data in none.json" and "requires data in esp 2.00"

Out gate to Tamriel - same "none.json" msg

Walked down as far as SolitudeExterior03 and then got "Dyndolod successfully initialized".

So some sort of lag on my end to initialize?

Started another new game - this time, coc'd straight to SolitudeExterior01 from Winking Skeever. Some "none.json" messages. Going into interior and back out did not help; then coc'd to MorthalExterior01, got same messages: "DynDOLOD can not find master data in none.json" and "requires data in esp 2.00". Running around for 10 mins in morthal swamp did not produce "Successfully initialized" message.

Argh.

Will mess around with LO etc for a bit, also try rolling back to 2.26 see if I can replicate this.

Started game, using LAL Winking Skeever start, out door to Solitude gave same msg: "DynDOLOD can not find master data in none.json" and "requires data in esp 2.00"

I would have no idea where the message "requires data in esp 2.00" would come from. Make a screenshot to catch the exact message.

The version string "2.00" does not exist in scripts from DynDOLOD Resource 2.30. If you check the *.pex with a hex editor or the *.psc sources, you should find the phrase "DynDOLOD requires DynDOLOD.esp version 2.30" in the MCM and the Quest script.

In older versions the message "DynDOLOD requires DynDOLOD.esp version 2.00" is in the Firstborn script.

If you are using MO, use the Data tab in the right window and check that nothing overwrites the seven scripts in data\scripts\SHESON_DynDOLOD_*.pex

Crap. Everything of course was correct in the .psc files just as you said.

So I ripped apart my LO and went thru everything that had a scripts file, because it had to be overwriting Resources - and yeah something was, my locations merged patch had included DesyncBirdsOfPrey.esp and HighHrothgarWindowGlow.esp - and it grabbed all of the 2.26 scripts with it. Merging 101 apparently escaped me on that one.

That's gotta be it - will report if it is not, but going to make a new run of Dyndolod with the actual damn scripts running.

Thank you so much for your awesome and overall patient help. (*leaves feeling like a noob.*)

Crap. Everything of course was correct in the .psc files just as you said.

So I ripped apart my LO and went thru everything that had a scripts file, because it had to be overwriting Resources - and yeah something was, my locations merged patch had included DesyncBirdsOfPrey.esp and HighHrothgarWindowGlow.esp - and it grabbed all of the 2.26 scripts with it. Merging 101 apparently escaped me on that one.

That's gotta be it - will report if it is not, but going to make a new run of Dyndolod with the actual damn scripts running.

Thank you so much for your awesome and overall patient help. (*leaves feeling like a noob.*)

Hello, Beyond Skyrim Bruma does not appear to be compatible with the current build. CTD when approaching the Pale Pass gate. The cause is form IS 1106ff64, its a cyrodill candle of some sort. I generated this Dnydolod a couple days ago with 2.30. Disabling the Dyndolod esp allowed me to approach the fort and pass into Cyrodiil with no issues. This issue appears almost identical to the recent LoTDctd that were fixed recently.

Hello, Beyond Skyrim Bruma does not appear to be compatible with the current build. CTD when approaching the Pale Pass gate. The cause is form IS 1106ff64, its a cyrodill candle of some sort. I generated this Dnydolod a couple days ago with 2.30. Disabling the Dyndolod esp allowed me to approach the fort and pass into Cyrodiil with no issues. This issue appears almost identical to the recent LoTDctd that were fixed recently.

The CTD with LoTD was because LOD models were missing in the newLoTD archive, so LOD generation had to fall back to use a couple full models. Those happen to be nifs that cause CTD when they are dynamically enabled. I am not quite sure what the issue is with the full models causing the engine trip as I only encountered it a couple times so far. Crash fixes does not report this crash as a problem with a nif, because the nif appears perfectly fine. It probably is some feature or setting that interferes with something in rare combination of thing.

Can you retrace the steps how you found that base record in BSHeartland.esm? That base record or its model should not be used for LOD directly.

If "Candles" rules were loaded, the dynamic LOD for the those candles should use Meshes\DynDOLOD\lod\clutter\impcandelabracandle01_dyndolod_lod.nif, which is fine. Maybe for some reason the LOD uses a different / full model which is problematic.

You can also try to remove the DynDOLOD_LOD reference for that LOD candle to verify it is indeed the object causing problems.